FNV Demoman

"One crossed wire, one wayward pinch of potassium chlorate, one errant twitch . . . and KABLOOIE!"

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Finally! My first Fallout build! I admit it took me a long time to think about the details of this after signing on, but it was worth it. This build is based on the Demoman class from Team Fortress 2. I was originally going to make it a Fallout 4, but after reviewing and comparing the weapons, the sad fact is there are more explosives in New Vegas than 4 (not including the missile launcher). Though the Broadsider is the Fallout version of the Loose Cannon. Maybe I could make a 4 version . . . if there's enough friendly peer pressure to get me to do it. The only thing that can make this build exactly like its TF2 counterpart would be having an eye-patch. If you find a mod for that, then the gaming gods favor you. I only have the game for the XBOX 360. Looks asides, the Demo only needs three things to survive the Mojave; a weapon that goes 'BOOM', a melee weapon when you go Demoknight, and most importantly plenty of beer. The DLC this build best benefits from is the Gun Runner's Arsenal.

Story: You are the Demoman. You were born of a clan descended from Scottish immigrants who came to the states before the bombs fell. As a child, you would play knights with other children and makeshift toy swords. When you became an adult, you left for the west to find fortune and adventure.

You found work at a small weapons store, crafting explosives like grenades and dynamite, drinking a little when your boss wasn't looking. One day, your boss left on a business trip to make a deal with the Gun Runners, leaving you in charge. Excited, you closed shop early and spent every cap you earned buying every drink at the bar. After the bar closed, you stumbled back to the store in an intoxicated state. The last thing you remember before blacking out is trying to craft some explosives for tomorrow's sale. When you woke up, your worst hangover was the least of your problems. You saw the weapons store burning as the townsfolk rushed back-and-forth bringing water to put out the fire. Not wanting to wait for your boss to return so he can fire you - figuratively and literally - you quickly packed your belongings and went further west. You found work as a courier of the Mojave Express, thinking this job would be safer regardless if you're drunk. You were wrong.

You wake up in a small town called Goodsprings. The last thing you remember is a pair of Khans and a man in a checkered shirt who shoots you. (This next sentence is if you have a mod that gives the option to have a missing or damaged eye) You feel your head a little and find a great horror; the checkered man didn't just shoot in the head, he shot you in the eye!

After regaining the ability to walk and getting a weapon or two, you set out to find a certain head-shooting Judas.

SPECIAL: Strength 8, Perception 7, Endurance 8, Charisma 3, Intelligence 3, Agility 7, Luck 4

Traits: Kamikaze, Heavy Handed, and/or Loose Cannon. If you want to roleplay that the Demoman lost his eye, take the Four Eyes. And if you also want to roleplay that you're drunk as a fish born in a brewery, take the Wild Wasteland.

Tag Skills: Explosives, Melee Weapons, and Repair

Major Skills: Explosives, Melee Weapons, and Unarmed: While you won't be using any fist-weapons, you'll need the skill the unlock perks that affect your melee perks like Slayer and Piercing Strike.

Minor Skills: 

Barter: I know it'll be low due to your Charisma, but you're going to need it to get good weapons, ammo, and booze.

Survival (only get it to 75 so you can craft moonshine)

Repair

Perks: Heave Ho! (helps counter the Loose Cannon's con), Demolitions Expert (all three ranks), Bloody Mess, Commando (believe it or not, the grenade rifle benefits from this perk), Stonewall, Hit the Deck, Splash Damage, Unstoppable Force, Purifier, both ranks in Action Boy, Grim Reaper's Sprint, Slayer.

DLC and Extra Perks: Old World Gourmet, Toughness rank 1 and 2, Fast Metabolism, Super Slam, Piercing Strike, Solar Powered (for melee), Mad Bomber.

Equipment:

If you have the Mercenary Pack DLC, you will have a good start.

Explosives (grenade rifles like Thump-thump, Fat Man, and grenade machine-gun, but NO MISSILE LAUNCHERS. Those are for Soldiers).

Alcoholic drinks (it wouldn't hurt to have some fixers in case of addiction. Also, NO Nukacola and Sunset Sarsaparilla! That piss if for pansies!)

Combat armor is an all-around good set.

Mines, dynamite, and the like.

Bladed melee weapons (9 irons like Nephi's for the nostalgia of Nessie's Nine-Iron).

Implants: Sub-Dermal Armor, Strength, Endurance, Agility, Monocyte Breeder, Luck, Intelligence, and Perception.

Companion: I highly recommend Rose of Sharon Cassidy. She's a fellow drinker like you, so you will benefit from the Whiskey Rose perk and she can teach you how to make moonshine. If you have Dead Money, Dean can teach you how to make Sierra Madre martinis.

Factions: Don't join the Legion! I doubt they allow excessive drinking. Besides that, whichever fate of New Vegas is up to you. But the smaller factions you should join are the Powder Gangers and the Boomers.

Recommended quests: Any quest the gives you Ganger and Boomer fame, Ant Misbehavin' (it's the only way to get Thump-Thump), Heartache by the Number, and Long-Term Care (help the Garrets make a deal with the Followers of the Apocalypse).

Gameplay: Alcohol is VERY important for this build. They work almost like drugs, giving bonuses to your Strength, Damage Threshold, Charisma and more - Large wasteland tequila (+3 Strength, +10 poison resistance), Sierre Madre martini (+75 max health, +4 Endurance, +2 Strength), moonshine (+2 Charisma, +2 Strength), and the like. These are mostly useful during melee fights.
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Replies

  • I certainly hope to see more written on this. I can tell already a build based on Demoman ought to be a lot of fun./ 

  • This build is ready for posting!

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